Re: -Bloods Combo List-
decent combos. most of them I use. but I think ill add more if u dont mind. there all practical and usually work online and are bnbs. here's some combos for the characters I use
ermac: 3 1force lift, jk air force port, 2 2 force push( or xray)
b+3 4 force port, 1 force lift, jk air force port, d+1, force push.
jade: 3(or b+1 for a little more dmg), staff overhead, dash cancel b+2, dash cancel 1 2, dash cancel 2 3 f+2 ex staff slam( d, f+2+block) or xray
f+2 1 ex razorang(d, f+1+block), ex shadow kick x2
3 4 2 ex shadow kick x2
3 4 ex staff overhead, dash cancel 1 2, dash cancel 4 staff slam
(opponent in air) 1 2, dash cancel 1 ex razorang( regular or low. this sets up a reset and mean mixup game. the oppoent has to guess which side to block from because the razorang is going to come back. if you did the low one, the opponent must block it low. if you hit with the rang, you can conitnue the combo.)
(corner) 2 1 shadow kick, 1 2, 1 2, 1 2, d+1 xray.
mileena: b+1 4, 4 2 ball roll, b+1 4 leaping neckbite or xray
4 2 teleport kick(can be ex), air sai throw(can be ex), ball roll, b+1 4 leaping neckbite (or xray)
2 3 ball roll, u+4, b+1 4, 1 1 2 leaping neckbite or xray
u+4, u+4, b+1 4, 1 1 2 ball roll, b+1 4 leaping neckbite or xray.
2 3 ex ball roll, u+4, b+1 4, 1 1 2 ball roll, b+1 4 leaping neckbite.
(all of the previous combos can end with teleport kick. the kick will miss but you will recover in time to set up a mixup game with u+4 or d+3)
johnny cage: b+3, 1 1, dashcancel 1 1, dashcancel 4 4 shadow kick/flipkck/nut punch(can be ex)
f+4, dash cancel 2 1 f+2, dash cancel 4 4 shadow/lip kick(can be ex)
2 1 f+2, dash cancel f+3 nutpunch/shadow/flip kick
(corner) b+3, 2, 2, 2, 2, f+3 3 b+3 ex green orb, 4 nutpunch/shadow/flip kick(can be ex)
xray, dash cancel b+3, dash cancel 1 1, dash canvel 1 1, dash cancel 4 4 nutpunch/shadow/flip kick
(if u end combos with nutpunch, its sets up a mixup game. either throw, sweep, hold b+2 or f+2. NEVER END COMBOS WITH SHADOW KICK IF UR FIGHTING A ZONER. u want to be as close to a zoner as possible.
kitana: f+4 1, dash canvel b+3 3 fan lift, dash, jk air fan toss, ground fan toss, 2 cutting fan
f+2 1, njp, dash cancel 4 fan toss, dash cancel 2 fan lift, jk air fan toss, ground fan toss, dash cancel 2 cutting fan.
f+2 1, njp, dash cansel 4 fan toss, dash cancel 2 fan lift, dash, b+2 xray.
jk air fantoss, ground fan toss, 2 fan toss, 2 cutting fan
(corner) f+4 1, 3 3 fan toss, 3 3 3 fan lift, njk air fan toss, ground fan toss, 3 3 3 cutting fan, d+1
(all of tue previous combos can be perfomed after connecting with an ex ground fan toss, except the jk combo. in addition, while your doing a combo, after u connect with ground fan toss, you can add in 2 more 2 ex ground fan toss to keep the juggle going, tho u must be fairly quick. so itll look something like this...
blah bkh blah oppopnent falling from juggle, ground fan toss, dash cancel 2 ex fan toss, dashcancel 2 ex fan toss, dash cancel 2 cutting fan.)
well there you go. just some of the combos of some of the characters i use. i will be added more soon. im just too tired now lol...its 6:13am where I'm at. hope this improves some combo play for some players